255 lines
5.9 KiB
C++
255 lines
5.9 KiB
C++
#include "quat.h"
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#include <math.h>
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static const float PI = 3.14159265359f;
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static const float TO_DEG = 180.0f/PI;
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static const float TO_RAD = PI/180.0f;
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struct Quaternion
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{
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float w, x, y, z;
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};
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static Quaternion qCurrent = { 1, 0, 0, 0 };
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static const float period = 0.005f;
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static bool isFirst = true;
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static void vecNormalize(Vec3& v)
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{
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float n = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
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if (n > 1e-9f)
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{
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v.x /= n;
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v.y /= n;
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v.z /= n;
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}
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}
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static Vec3 vecCross(const Vec3& a, const Vec3& b)
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{
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return
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{
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x
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};
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}
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static void normalizeQuaternion(Quaternion& q)
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{
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float norm = sqrtf(q.w * q.w + q.x * q.x + q.y * q.y + q.z * q.z);
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if (norm > 1e-12f)
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{
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q.w /= norm;
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q.x /= norm;
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q.y /= norm;
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q.z /= norm;
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}
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}
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static Quaternion quaternionMultiply(const Quaternion& q1, const Quaternion& q2)
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{
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Quaternion r;
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r.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
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r.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
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r.y = q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x;
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r.z = q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w;
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return r;
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}
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static Quaternion rotateVectorByQuaternion(const Quaternion& q, const Vec3& In)
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{
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Quaternion r = quaternionMultiply(quaternionMultiply(q, Quaternion{ 0, In.x, In.y, In.z }), Quaternion{ q.w, -q.x, -q.y, -q.z });
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return r;
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}
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static Vec3 backRotateVectorByQuaternion(const Quaternion& q, const Vec3& In)
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{
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Quaternion r = quaternionMultiply(quaternionMultiply(Quaternion{q.w, -q.x, -q.y, -q.z}, Quaternion{ 0, In.x, In.y, In.z }), q);
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return { r.x, r.y, r.z };
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}
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static Quaternion backRotateVectorByQuaternion2(const Quaternion& q, const Quaternion& In)
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{
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Quaternion r = quaternionMultiply(quaternionMultiply(Quaternion{q.w, -q.x, -q.y, -q.z}, In), q);
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return r;
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}
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static Quaternion createYawQuaternion(float angle)
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{
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Quaternion q;
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q.w = cosf(angle);
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q.x = 0.0f;
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q.y = 0.0f;
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q.z = sinf(angle);
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return q;
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}
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static Quaternion AccQuaternion(Quaternion& current, Vec3 a, float gravity)
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{
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float acc = sqrtf(a.x*a.x+a.y*a.y+a.z*a.z);
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if(acc>(1.0f+gravity) || acc<(1.0f-gravity)) return current;
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vecNormalize(a);
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Vec3 g { 0, 0, 1 };
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Vec3 axis = vecCross(g, a);
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float w = 1 + (g.x * a.x + g.y * a.y + g.z * a.z);
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Quaternion q = { w, axis.x, axis.y, axis.z };
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normalizeQuaternion(q);
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Quaternion qYaw {current.w, 0, 0, current.z};
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return quaternionMultiply(q, qYaw); // Востановить оборот по Z
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}
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static Quaternion GyroQuaternion(Quaternion& current, float wx, float wy, float wz)
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{
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Quaternion Mapp = current;
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Quaternion Spd { 0, wx, wy, wz };
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Quaternion aq = quaternionMultiply(Spd, Mapp);
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Mapp.w -= 0.5f * aq.w;
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Mapp.x -= 0.5f * aq.x;
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Mapp.y -= 0.5f * aq.y;
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Mapp.z -= 0.5f * aq.z;
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normalizeQuaternion(Mapp);
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return Mapp;
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}
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static Quaternion nlerp(const Quaternion& q1, const Quaternion& q2, float alpha)
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{
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float dot = q1.w * q2.w + q1.x * q2.x + q1.y * q2.y + q1.z * q2.z;
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Quaternion q2_ = q2;
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if (dot < 0)
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{
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q2_.w = -q2.w;
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q2_.x = -q2.x;
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q2_.y = -q2.y;
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q2_.z = -q2.z;
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}
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Quaternion r;
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r.w = (1.0f - alpha) * q1.w + alpha * q2_.w;
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r.x = (1.0f - alpha) * q1.x + alpha * q2_.x;
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r.y = (1.0f - alpha) * q1.y + alpha * q2_.y;
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r.z = (1.0f - alpha) * q1.z + alpha * q2_.z;
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normalizeQuaternion(r);
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return r;
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}
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inline float GetAngle(float a1, float a2, float az)
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{
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if(a2 == 0.0f && az == 0.0f) return a1>0.0f ? 90.0f : -90.0f;
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return atanf(a1/sqrtf(a2*a2+az*az)) * TO_DEG;
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}
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static Vec3 quaternionToPitchRollYaw(const Quaternion& q, Vec3& cosXYZ)
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{
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Quaternion pry=rotateVectorByQuaternion(q, {0, 0, 1});
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float yaw = 2.0f * atan2f(q.z, q.w) * TO_DEG;
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if(yaw<0.0f) yaw=360.0f+yaw;
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cosXYZ = {pry.x, pry.y, pry.z};
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return // Sovereign orientation
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{
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GetAngle(pry.y, pry.x, pry.z), // Pitch
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GetAngle(-pry.x, pry.y, pry.z), // Roll
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yaw // Yaw
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};
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}
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static void addMagneto(Quaternion& q, Vec3 mag, float alpha, const float shift)
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{
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static Quaternion yq = createYawQuaternion(shift*TO_RAD);
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vecNormalize(mag);
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Quaternion mQ={0, mag.x, mag.y, mag.z};
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Quaternion mW = backRotateVectorByQuaternion2(q, mQ);
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mW=quaternionMultiply(mW, yq); // Shifting the axes to the true north
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float gamma = mW.x * mW.x + mW.y * mW.y;
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float beta = sqrtf(gamma + mW.x * sqrtf(gamma));
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Quaternion mD
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{
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beta / (sqrtf(2.0f * gamma)),
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0.0f,
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0.0f,
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mW.y / (sqrtf(2.0f) * beta),
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};
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mD.w = (1.0f - alpha) + alpha * mD.w;
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mD.z = alpha * mD.z;
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if(mD.w!=mD.w || mD.x!=mD.x || mD.y!=mD.y || mD.z!=mD.z) return;
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q=quaternionMultiply(q, mD);
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normalizeQuaternion(q);
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}
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ORI WorkAccGyroMag(const Vec3 acc, const Vec3 gyr, const Vec3 mag, const float mag_shift, const float alpha)
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{
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float wx = gyr.x * 500 / 32768 * 1.21f * (PI / 180) * period;
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float wy = gyr.y * 500 / 32768 * 1.21f * (PI / 180) * period;
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float wz = gyr.z * 500 / 32768 * 1.21f * (PI / 180) * period;
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Vec3 aB = acc;
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Quaternion qAcc = AccQuaternion(qCurrent, aB, 0.05f); // Tolerance for gravity deviation 5%
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qCurrent = GyroQuaternion(qCurrent, wx, wy, wz);
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Quaternion qFused = nlerp(qCurrent, qAcc, alpha);
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if (isFirst)
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{
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qFused = qAcc;
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isFirst = false;
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}
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qCurrent = qFused;
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addMagneto(qCurrent, mag, alpha, mag_shift);
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Vec3 cosXYZ;
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Vec3 pry=quaternionToPitchRollYaw(qCurrent, cosXYZ);
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Vec3 ine=backRotateVectorByQuaternion(qCurrent, aB);
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return
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{
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cosXYZ.x, cosXYZ.y, cosXYZ.z,
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pry.x, pry.y, pry.z,
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ine.x, ine.y, ine.z,
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};
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}
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Vec3 RotateToZ(const Vec3 vec, bool Rev)
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{
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Quaternion v { 0, vec.x, vec.y, vec.z };
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Quaternion q = { qCurrent.w, 0, 0, Rev ? -qCurrent.z : qCurrent.z };
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normalizeQuaternion(q);
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q = quaternionMultiply(quaternionMultiply(v, q), q); // Востановить оборот по Z
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return { q.x, q.y, q.z };
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}
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